Albion Online: It's the other way around

One character per account is absolutely no fix what so ever, if you think about constructively for even one second you realise you could just make a new account instead which is exactly the same thing since even the premium is character bound and not account bound.

The absolute fix for this is just removing the LP thus the alt doesn't serve the same purpose, because it's way easier to just level on your main with alot of fame than start a new character with no fame who can't even ride a mount.

Then alt character only serve following purposes
1. Island -> Farms on the island, still multiple accounts is possible to do the same.
2. Scouting -> only possible on a different account so one character per account does nothing.
3. Holding onto Albion Online Items -> same as above

Its the other way around. As you said, Casuals (like me ) rarely have any use for alts. Now, large guild buy sub for the 3 characters, they only use one to gain fame for that one, while the other 2 char will be gaining LP. They are progressing 2 characters without doing anything, by only paying for the sub. These players can sustain themself cause they now have 1 char for pvp/pve, 1 char for gathering/refining and 1 char for farming and crafting.

These people will not have any need to buy anything from the market. Now, lets say that most players use this method. What will happend? Most players then would be able to sustain themself with no need to buy anything from the albion online gold market. In the beta we dont see this because not long time has passed, but after a few months, the economy will break. LP is a problem when there is alts.

Now, alts will never be removed, cause a lot of people would get angry.
Also, LP wont be removed because thats how the devs will be making money. So, the best option is one that satisfy both us the players and the devs. Making LP obtainable from quest and dungeon wont give any advantage to large guild/zergs because quest can be easily done alone, same for dungeons that can be easily done alone(while gaining fame for combat). This will atleast make those who abuse this system to have to work for it, instead of just getting LP for doing nothing.

There will never be a balance. If you balance it for those who prefer large guilds, then the solo players will be affected. If you balance it for solo players, then large guild will be affected. The devs will abviously balance the game for large guilds, cause those are the ones buying subs for all their chars and buyng lots of gold, so they = money.
posted by uffxiv at 14:18| Comment(0) | 日記 | 更新情報をチェックする


Simply due to itemization and kill worth in Albion

I am glad that even fights are being considered. I do wonder though if the exploitation would work in the way you are suggesting simply due to itemization and kill worth.

For example, if two players are hitting each other every 5 second (with anything worth killing and looting that player for) then they will mass up considerable damage in the time it would take to move anywhere on the map and or collect Albio Online Silver on the map.If the players are naked hitting each other then they are not "risking" anything worth value and therefore are not a kill target anyways.

Even an auto attack every 5 seconds exchanged will leave 2 players dead or near death while crossing half of the map with their current size and also make gathering high tier resources virtually impossible due to interruption of gathering on damage.Or another alternative could be to drop the timer to 3 seconds, slightly longer than a basic skill gcd.So yes they can exploit it and be somewhat safe taking minimal damage in the zone but for what cause?

Also you cannot zone out while in combat so if one player / pker were to follow two player hitting each other all the way to a map exit then he has two easy kills targets to pick from waiting for him/her at the border when one of them drops their "agro" or one will be forced to kill the other to avoid albion online gold shop both being pked.I do not see any benefits from this type of exploiting, nothing to be gained.Also the arena is a good concept, especially with a dedicated balance team in place and an elo ladder system, but again this narrows the possible builds down to a very narrow field and leaves the gatherers to be piled in red/black zones without a hope of escape.

With the constant pvp that would be going on in these areas + the current item trashing system i think these areas would be a HUGE silver sink to add to the game and fun for many players who want to constantly pvp without roaming around for hours in between fights.

Think a player will go out albion online gold market, fight and win or die trashing about 50% of the dead players gear. If they re-gear, buy more consumables (food + potions) and come straight back for a re-match or find another fight straight away thats 2 sets trashed and so on and so forth. Reducing the time between fights, the repair costs, consumables used, ect. this would stimulate the crafting economy by a huge margin.

I hope what i am explaining makes sense and is written clearly.

Thanks.I wanted to make an edit because there is always room for an unknown, if you are all thinking of an exploit with this system that i have not covered here i would love to talk about your ideas and delve into a way to make it work.Help me help you.
posted by uffxiv at 11:09| Comment(0) | 日記 | 更新情報をチェックする


Albion Online: Stopped playing due to simply getting bored

Progressing from my T5.2 gear to T6, T7, ... it's just not worth the invested time, it feels bland. All I do is albion online silver farming dungeons, gather resources and sometimes run around with a few guild members for PvP (Which can be fun, but most of the time only with an objective in mind, like a treasure chest).

With such a small guild we don't even go near the black zones where 500+ member alliances battle it out for fun.For now I'm just on the forums and have an eye on the game updates to see if anything catches my interest. Though maybe I'll pick up Ultima Online or another RPG again, they just felt more unique and meaningful in character progression.

It would be different if this game had any fluff or RP / Casual type content like UO did.Right now they're focusing on core gameplay mechanics and balance, which is important, but this close to release I hope they do have some sort of other content in mind outside of kill-gather-craft.Add more content to the towns. add inns with mini-games, gambling. give player towns a designated arena area where you can orchestrate something larger than 1v1 duels and let people bet on fights.

It would be cool if they added things like player ships too, instead of this fast travel with boats actually get on a boat and travel. Add fishing, sea monsters, and pirates in dangerous zones (player and npc).Add a branch of the destiny board for more "fluff" like skills and emotes. Foraging, Camping, Musicianship, Dancing, stuff that would be fun and possibly provide very minor Albion Online Gold for use, but nothing that would hurt balance.

Lots of stuff they could add to make the game feel more like a full blown online world, the question is will they have time, resources, or desire to add them with launch being so close.
posted by uffxiv at 16:16| Comment(0) | 日記 | 更新情報をチェックする




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